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Messages - David

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31
General / Time based grid movement
« on: June 09, 2011, 05:13:38 am »
The best way is to get the location of the original tile, then get the location of the tile it's going to move to. Calculate how you're going to make movement between the two, and continue until the AI reaches its destination.

Ignore the direction part. I've got a better idea

32
General / Time based grid movement
« on: June 09, 2011, 03:39:58 am »
Quote from: "vicer1234"
Quote from: "David"
Sorry, maybe I'm not making this clear

What do you mean one frame at a time, anyways? Like does the main player moves from one tile to another smoothly or does he sorta "teleport" to the tile he moves to?


it moves smoothly


Ah,

So you would move the AI to its destined tiles based just like you would with your player by calculating the direction the AI has to take.

Or you can use something similar to the tween class used in Flash and see what's there (It's doing a smooth movment from one place to another using pure code)

33
General / Time based grid movement
« on: June 09, 2011, 03:06:22 am »
Sorry, maybe I'm not making this clear

What do you mean one frame at a time, anyways? Like does the main player moves from one tile to another smoothly or does he sorta "teleport" to the tile he moves to?

34
General / Time based grid movement
« on: June 09, 2011, 02:39:13 am »
Quote from: "vicer1234"
Quote from: "David"
Doesn't seem to be any frame restrictions on the AI


can you elaborate a little more on it please!!!!


I'm pretty sure you're implementing GetElapsedTime() in the movement of your main character. But for some reason, it doesn't show up at all for the AI

35
General / Time based grid movement
« on: June 09, 2011, 02:16:03 am »
Doesn't seem to be any frame restrictions on the AI

36
General discussions / A new logo for SFML
« on: June 09, 2011, 01:42:57 am »
I've finally revamped the logo

Sorry if it took too long, I had to study for finals (I still do, but this is too much fun  :D )

Normal:



Shiny:



JSFML (taking Nexus' advice):



Sorry if the JSFML logo doesn't have the shine. If I do get requests, I will add shine to it. Also the pic for JSFML goes to the normal SFML website because I don't think JSFML has an official website, although that doesn't really matter





EDIT: I swapped the logo on the webpage with mine and it came out like this:



*Click to enlarge*

Idk, must have been the drop shadow that's been making it "pop out"

I guess it's like Google, always making their logos with the Google theme

37
General discussions / Save SFML Wikipedia page
« on: June 08, 2011, 01:53:13 am »
Wikipedia's just being ridiculous. I don't understand how the information wasn't considered "legiminate" even though it pretty much says it on the website.

38
General / Re: Sine wave movement
« on: June 07, 2011, 09:13:21 pm »
Quote from: "vicer1234"
Hi,

           I want to move the sprite in a sine wave pattern. For that i am trying
is for example if the screen resolution is (800,600), i am taking :

X = 800 and then generate Y = Sin(X) and gradually decreasing the X--;

For the movement i am  doing

Code: [Select]

Sprite->Move(-X * GetFrameTime(), Y);


But the problem is that the movement is not smooth and the sprite flickers while moving.
How can i get a smooth sine wave movement with high steep along Y axis as for the present values the upward movement is very small.
I tried to scale the Y value with some factor like 10.0, but still its very jerky movement.

All suggestions are welcome


Did you float the variables?

Try putting X -= 1.f instead of X--. Same goes for Y.

Also, you didn't limit the Y variable to the fps

It's best if you show the minimum code

The steepness of the wave requires some basic trig knowledge, and I'm sure you'll catch on pretty quickly. You'll have to put a number in front of the Sin(X) or multiply them together if that doesn't work

39
General discussions / A new logo for SFML
« on: June 07, 2011, 12:55:39 pm »
Quote from: "Hiura"
I like the effect with the text in David's one; it makes "SFML" really stand out.

But I think you should modify a little bit three of the icons :
- the mouse looks a bit weird, doesn't it ?
- the screen is kind of old. I mean it's a 4:3 ^^
- the joystick is too much hidden; it's hard to distinguish.

Cpl.Bator did also something cool without the multimedia icons! Maybe it's better without them ?

Keep up the good work, all of you guys!  :)


Thanks for everyone who commented on my submission

I know the icons are crummy. I'll improve them as soon as possible

40
General discussions / A new logo for SFML
« on: June 06, 2011, 10:15:58 pm »
Thanks Groogy

And I think I'm finished with my logo. I'll probably touch it up later


41
General discussions / A new logo for SFML
« on: June 06, 2011, 09:11:09 pm »
Quote from: "Jove"
I think logos are best left un-cluttered.

They'd all be better off without the text "Simple Fast Multimedia Library", as per original; which I still think has lots of life left in it.


I actually thought about it and took out the "clutter" and it ended up looking cleaner

I'm working on the icons, and I'm only halfway finished:



It even links to the website :P

I'm testing cel shading and I will brush up the logo after I'm done

42
General discussions / A new logo for SFML
« on: June 05, 2011, 09:52:45 pm »
I actually liked the original one

But if you insist, I made a logo

I was trying to go for a simple but bold design, and I will add icons on the ring





BTW the first one seems to look a bit too much like the SDL logo

43
General / Help with collision!
« on: May 30, 2011, 10:44:01 pm »
I already tried that earlier and got this:

Code: [Select]
error: no matching function for call to 'Collision::BoundingBoxTest(sf::Shape&, sf::Shape&)'|

44
General / Help with collision!
« on: May 30, 2011, 09:27:37 pm »
I got the linkage to work, but got a little problem with the collision itself.

Code: [Select]
       if (Collision::BoundingBoxTest(const sf::Shape& Main, const sf::Shape& Ground)){
            gravity *= -1;
        }


Gave me:

Code: [Select]
"error: expected primary-expression before 'const'"

I'm not that good at using references, seeing that there's one there.

45
Graphics / This?
« on: May 26, 2011, 02:38:17 pm »
Ah, now I get it.

I'm going to try this once I get home :D

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